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Author Topic: Forge Mod  (Read 11841 times)

ladykiller
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Re: Forge Mod v1.1 (now with voice)
« Reply #15 on: July 27, 2008, 06:57pm »
I think you are asking for to much if you don't like it fix it. I want new info not you complaining,

Authorias
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Re: Forge Mod v1.1 (now with voice)
« Reply #16 on: July 27, 2008, 07:13pm »
It was feedback, not a complaint, it's an excellent mod.  He's a modder.  Means he thrives by recieving opinions over what's good, and what's bad, and then deciding which things are worth fixing and which are satisfactory.  Yeesh.  Whether you want to see it is completely irrelevant in that process. 

Sorry if I offended you.  Just trying to help the modders out.

Offline nodoubt_jr
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Re: Forge Mod v1.1 (now with voice)
« Reply #17 on: July 27, 2008, 07:56pm »
dont worry Authorias, i do like receiving feedback, especially when its not rude.
Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

Offline nodoubt_jr
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Re: Forge Mod (v2 02-15-09)
« Reply #18 on: February 15, 2009, 11:12pm »
Forge Mod v2
download: http://www.mediafire.com/?63nqlir5wck4tn9



Notes: A much needed update.  This is probably my favorite mod, the skeletons on this guy works great, he looks unique, and his powers are fun. Still uses a new fightstyle.

Update from former version:
*load screen (by shafcrawler)
*cleaned up powerstyle and entities file
*cleaned up talents file, and changed around when powers are unlocked
*fixed up fightstyle, now its complete and he is able to break any enemies shield or complete the Move courses in the Danger Room
*new icons (you can see them in the above pic)
*redid character packages

Just replace everything from the former version.

This is the same version that will appear in the Brotherhood Edition.

Edit:
Version 2.1 already includes the new official 3D Head seen here http://marvelmods.com/forum/index.php/topic,1874.msg84007.html#msg84007
« Last Edit: December 18, 2010, 02:56pm by nodoubt_jr »
Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

Offline shafcrawler

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Re: Forge Mod (v2 02-15-09)
« Reply #19 on: February 16, 2009, 01:14pm »
Should be fun, though my PC is still getting repaired and until then, no XML2! :(

On the upside, I'm done with a loadscreen for the Cuckoos and am working on Destiny and Madrox(which is turning out to be complicated, but fun to do!). Let's hope I finish them in time for the release! Destiny shouldn't take me too long, though I can't say the saem for Madrox there. Anything else you might want?

Offline nodoubt_jr
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Re: Forge Mod (v2 02-15-09)
« Reply #20 on: February 16, 2009, 01:56pm »
sounds great.  i think so far everyone has a load screen (done or in the works).  i'll wait for your load screens, meanwhile i can release the updates to the mods included in the package.
Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

Offline BLaw

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Re: Forge Mod (v2 02-15-09)
« Reply #21 on: August 26, 2009, 04:50pm »
Sorry to bump this topic, but it would seem good if I put my question here..

nodoubt, do you want to have a "neutralizer" bolton for the forge mod? It could replace the "Laser Gun" power or so. I got this idea from one of my wb posts.

Offline nodoubt_jr
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Re: Forge Mod (v2 02-15-09)
« Reply #22 on: August 26, 2009, 04:57pm »
No he has a boost that neutralizes enemies powers already, but thanks for offering.
Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

Offline nodoubt_jr
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Re: Forge Mod
« Reply #23 on: April 04, 2010, 06:29pm »
Just wanted to give a quick update.

BLaw released a new official 3D Head here http://marvelmods.com/forum/index.php/topic,4112.0.html


Heres a package that adds that new 3D Head plus gives his Mystique comics skin its proper 3D Head too.
Download: http://www.mediafire.com/?onuk252tcqr

This is just the 3D Heads not the full mod, to get the full mod look a couple of post up and after installing the mod add this.

Credit:
2201.igb 3D Head Model by BLaw
Please search the forum before asking a question. I dont answer
PMs about modding, those questions should be posted in a public thread.
What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it

grunge_addiction
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Re: Forge Mod
« Reply #24 on: April 15, 2010, 05:41pm »
Awesome Mod I love it, thanks!!!

Offline VsaintJ
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Re: Forge Mod
« Reply #25 on: May 22, 2020, 04:35pm »
Sorry to bump this. I'm not trying to break the rules, or be rude in any way.
I'm just about done with a booster for this character, and this seemed to be the best place to mention it right now.
NoDoubtJr did an excellent job with this mod, but his combos were pretty erratic if i have to nitpick. The combo flow felt sort of broken to me, so I figured it would be a good learning experience to figure out how to boost him up. To make sure he still feels unique and fun, but the make the melee combat more fluid and crisp. I may have gone just a little overboard.
His combos have been completely re-edited for precision and smoothness. The Ironman MUA animation skeleton has been removed, along with the ability to fly.
In their place:

He now has a new hex-edited fightstyle based on MUA winter soldier, and the XML2 fightstyle hero animation skeleton.
His flight ability has been replaced with a thruster assisted double jump.
I'm currently swapping out his flash bang power with a Cryo Grenade that can be used to make ice bridges.
His powers that used ironman animations, have been switched up to use animations from the shared node instead. I did try my best to keep things visually interesting though.
His unibeam (ironman bouncing bullets) power will be replaced with a cerebra inspired power armor model swap powerup, using the ultimate ironman model from MUA.
Edited new flavor text to his power descriptions that is more closely tied to current events (House of X / Powers of X) in the comics.

The only things I have left to do are:
Adding the freeze damage / "can make bridge" code to the grenade,
And the power armor ability. with that said, I do have a question for you guys. Would you guys like to try him out as is? or wait for the finishing touches have been applied?
Reskinning the ultimate ironman model could take a while, as i'm simply not a good skinner at all. Especially since I'd like to be sure to add the XML2 black outline to the MUA model.
What's your preference?

Offline BaconWizard17

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Re: Forge Mod
« Reply #26 on: May 22, 2020, 07:56pm »
These sound like very interesting changes! Nodoubt_jr has a policy against re-releasing his content or modifying it, but from the sounds of it you've done more than enough work to count it as your own version of the mod rather than a booster for the existing mod.

Are you on Discord by the way?

Offline Nicaras

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Re: Forge Mod
« Reply #27 on: May 23, 2020, 06:34am »
Sorry to bump this. I'm not trying to break the rules, or be rude in any way.
I'm just about done with a booster for this character, and this seemed to be the best place to mention it right now.
NoDoubtJr did an excellent job with this mod, but his combos were pretty erratic if i have to nitpick. The combo flow felt sort of broken to me, so I figured it would be a good learning experience to figure out how to boost him up. To make sure he still feels unique and fun, but the make the melee combat more fluid and crisp. I may have gone just a little overboard.
His combos have been completely re-edited for precision and smoothness. The Ironman MUA animation skeleton has been removed, along with the ability to fly.
In their place:

He now has a new hex-edited fightstyle based on MUA winter soldier, and the XML2 fightstyle hero animation skeleton.
His flight ability has been replaced with a thruster assisted double jump.
I'm currently swapping out his flash bang power with a Cryo Grenade that can be used to make ice bridges.
His powers that used ironman animations, have been switched up to use animations from the shared node instead. I did try my best to keep things visually interesting though.
His unibeam (ironman bouncing bullets) power will be replaced with a cerebra inspired power armor model swap powerup, using the ultimate ironman model from MUA.
Edited new flavor text to his power descriptions that is more closely tied to current events (House of X / Powers of X) in the comics.

The only things I have left to do are:
Adding the freeze damage / "can make bridge" code to the grenade,
And the power armor ability. with that said, I do have a question for you guys. Would you guys like to try him out as is? or wait for the finishing touches have been applied?
Reskinning the ultimate ironman model could take a while, as i'm simply not a good skinner at all. Especially since I'd like to be sure to add the XML2 black outline to the MUA model.
What's your preference?

Hi there! It's amazing to see people working on a Forge mod again! \o/

I'm very curious about how yours will turn out, but I don't actually own an XML2 copy so I'll just wait until it's done. Also I don't know if you're aware of this, but BLaw's 1.1 MUA version has a "new" first skin from his classic uniform you might want to check out.

Offline VsaintJ
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Re: Forge Mod
« Reply #28 on: May 24, 2020, 07:22pm »
Thank you guys!
@BaconWizard17, I do have a discord, but I don't really know much about how it works, as I've only used it to stream old sega genesis games with my girlfriend couple times. Sucks about Nodoubt_jr''s policy, as The mod still uses a significant amount of his code despite the myriad above mentioned changes. Lags was kind enough to let me tinker under the hood of his combat soldier mod, so it uses some code from that as well. Since I don't have permission from the original creator, it might be kinda disrespectful to release it now. I also don't have permission to use the skins.
on the other hand, a lot of the code I did use was lifted right out of the base game... Not sure if that makes it fair game though. Maybe I can swap out the coding for the 3 round burst fire power with the aim soldier MUA version, but that still leaves the buff \ debuff powers, and the Xtreme... Still feels like I'd just be circumventing his wishes though. 

@Nicaras, Thank you for the kind words, though as I've mentioned above, I'm not sure if I can actually release it now. as pertains to Blaw's Model, I think NoDoubt_jr already included it. No?
The yellow / blue classic ones with, and without the leg strap? Do you have a screenshot of the new one?

Offline Nicaras

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Re: Forge Mod
« Reply #29 on: May 24, 2020, 08:39pm »
@Nicaras, Thank you for the kind words, though as I've mentioned above, I'm not sure if I can actually release it now. as pertains to Blaw's Model, I think NoDoubt_jr already included it. No?
The yellow / blue classic ones with, and without the leg strap? Do you have a screenshot of the new one?

You're very welcome. :) I hope the community can solve this permission process the best way possible.

Regarding the first skin from BLaw's last version, it doesn't seem like nodoubt_jr's had a chance to use it. Maybe BLaw has released it later.



The bionic leg is not entirely exposed like the one previewed by nodoubt_jr. But I really can't say anything for sure since I'm actually new here.
« Last Edit: May 24, 2020, 08:44pm by Nicaras »